Explanation of 4.3 Balance Changes, Part One

Back in June, I wrote a blog explaining the context behind some of the changes in the upcoming patch that might not be intuitively obvious. That blog ended up being one of the most popular ones we’ve ever done; even players who disagreed with the specific changes appreciated our explanations for what we were trying to accomplish. Therefore, we’d like to continue in that fashion and we figured there was no reason to wait until 4.3 was "on the shelves" to get the ball rolling.

One note before I dive into things. If you haven’t read the previous blog, "Rate of Change," now might be a good time. There are some changes that we want to make to class mechanics or balance in general that we don’t think are fair or appropriate to spring on players in the middle of an expansion. These include things like the power of interrupts or the active mitigation model we want to implement for tanks. We’ll get there, but in short term we fundamentally believe that it’s important to pick our battles.

On with the show. Note that most of these changes are mechanics changes. We have not yet finished enough testing to be confident in our benchmark damage, healing, and tanking numbers for 4.3. When we finish those, and when we see what some players are capable of doing on the PTR (or even what they theorycraft or sim based on PTR numbers) there will be additional changes. Off the top of my head, I’d say Fury warrior damage is almost certainly too high and Resto druid AE healing (ignoring the effects of Tranquility of course) is also too potent.

You’ll also notice some classes aren’t mentioned at all. It’s possible we’re just happy with them, but it’s more likely we just haven’t gotten to them yet. We don’t want to hold a PTR until every single thing is done, because that minimizes test time.

Melee DPS

Overall, we think melee DPS in dungeons and raids is still too low. We think melee DPS is fine in PvP, and we think melee DPS is competitive against ranged specs against target dummies, but in actual encounters with all of their moving pieces, melee falls behind. To attempt to adjust for this imbalance, we have improved the benefit to attack power given by the various raid buffs (Blessing of Might et al.) to melee only. Hunter DPS is fine, or even high in 4.2, so we didn’t want this buff to extend to them, which is why the AP benefit is now 20% for melee attacks but still 10% for ranged attacks.

Vengeance

As promised, we allow for this tanking mechanic to now ramp up quickly when the tank is taking damage.

Death Knight

We discussed some of our Blood changes in a recent blog. We wanted to make it less punitive for DKs to miss Death Strike. Long term, we still want to make hit and expertise matter more to tanks, not less, but it wasn’t fair to punish DK players for working the “right way” when the other tanks aren’t there yet. We also reduced the cooldown of Outbreak for Blood DKs so that applying diseases doesn’t compete with Death Strike runes as much, and we simplified Blade Barrier so that there is less pressure to spend runes instead of sitting on them.

For now all we have done is bumped Bone Shield’s charges. We may still try out the “big hit dampening” described in the "Bloody Mitigation" blog.

Druid

We’re okay with Resto druids using Wild Growth frequently, but we think we allowed it to become too powerful given its ease of use. As I suggested above, this may or may not be sufficient to nerf Resto druid throughput overall. The change to the Glyph of Wild Growth has positive and negative elements. We heard from druids that they felt like they didn’t have as many major glyph choices as intended, since the Glyph of Wild Growth was such a no-brainer for raiding druids -- it increased the number of Wild Growth targets with no downside. We want major glyphs to be a decision, which usually involves them having some kind of downside. With the AE heals, we thought the downside might be that the healers may not be using their AE heals necessarily, but having seen two raid tiers of content now, we’re confident that the glyphs did not have as much of a downside. (We changed the Glyphs of Circle of Healing and Light of Dawn for similar reasons).

Paladin

We changed Seal of Insight to no longer return 15% base mana and then changed Judgment of the Pure to provide mana regeneration so that Holy paladins would not need to Judge every eight seconds. With these changes, they will want to Judge every 30 seconds, which seems more reasonable. Judging every eight seconds is hard to ask someone who is also targeting players a lot to heal them.

We made several changes to Holy Radiance to make it a cast time spell. We felt like Holy paladins couldn’t go into a group healing mode because Holy Radiance had a long cooldown and in the absence of a cast time, didn’t compete with any other spell. With this change (and the Light of Dawn change below), paladins can opt for an AE healing “rotation” (insofar as healers can ever have a rotation) of using Holy Radiance -> Light of Dawn instead of Holy Light et al. -> Word of Glory.

Several Holy talents changed to support the change to Holy Radiance, such as allowing it to benefit from Illuminated Healing, Clarity of Purpose, and Infusion of Light. It didn’t make sense for Speed of Light to be triggered by a cast-time spell, so we caused the Paragon of Virtue talent to lower the cooldown on Divine Protection, so that Holy wouldn’t lose quite so much functionality of Speed of Light. Speed of Light has definitely been nerfed compared to 4.2, but we feel it’s an acceptable change given the entire package.

We reversed the glyph for Light of Dawn. Instead of providing an additional target to Light of Dawn, the glyph now reduces the number of targets but increases the throughput. Light of Dawn was not a very useful spell in 10-player raids or similar small groups, like Arena teams. This glyph should allow paladins to tailor Light of Dawn for their group size.

Priest

We were seeing too many situations where a raid wanted one or even two Disc priests at the expense of a Holy priest. We think part of the problem was Holy’s lack of a strong raid cooldown, so we replaced the State of Mind talent (which was fairly weak ever since Chakra had an unlimited duration) with Heavenly Voice that boosts the healing of Divine Hymn to make it more competitive with Power Word: Barrier. We also increased the number of targets of Divine Hymn from three to five.

We also reduced the mana cost of Power Word: Sanctuary. We think Holy has sufficient AE throughput, but this spell in particular was very expensive.

We wanted to change the Glyph of Circle of Healing to make it less of a no-brainer as I explained above under Wild Growth. In the case of the Holy priest, we thought the healing done by CoH was appropriate (which was not the case for the druid) so we had the glyph increase the mana cost instead. Relying too much on Circle of Healing in inappropriate situations (such as when only a few characters are injured) risks hurting the priest’s efficiency with this glyph.

We rebuilt Spirit of Redemption in a different way. We aren’t trying to change the power of the talent at all, but we did want to make it feel more responsive (less lag between death and Spirit) as well as clean up a few bugs.

Shaman

We made changes to Wind Shear to restrict the short cooldown version to the DPS shaman (who have the Reverberation talent) and make Restoration less potent at interrupting. We think Restoration is currently too useful in PvP relative to other healers because of a potent, ranged interrupt. We don’t think this nerf will have major PvE ramifications.

We changed Mental Quickness and Flametongue Weapon to hopefully put a nail in the coffin of Enhancement shaman using spellpower weapons. We want Enhancement using melee weapons. Players who have been doing so should notice no change in their DPS. Players who have been using caster weapons or armor will find that gear is no longer useful to them.

Elemental’s AE damage was still not competitive with the rotations of other DPS specs, so we buffed Earthquake and removed the cooldown on Chain Lightning. These two spells should be the bulk of Elemental’s AE DPS, while spreading Flame Shocks should be an Enhancement mechanic (see below).

We also tried to improve Enhancement’s AE. In this case, the DPS was fairly competitive, but applying the AE was a headache with having to tab through multiple targets to spread Flame Shocks. Enhance can now use Lava Lash to spread Flame Shock (and the bonus granted from Improved Lava Lash has been baked into the base Lava Lash ability, so Enhance should not suffer any DPS loss as a consequence).

After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content and on fights where the raid needs to stay spread out. It’s okay for healers to have niches where they really shine, but we felt like Resto wasn’t experiencing enough of these. We buffed Riptide outright and gave Ancestral Healing a new mechanic of boosting the target’s max health. These buffs are also intended to help offset some of the loss of Wind Shear for PvP.

As you can see, we changed shaman mechanics quite a bit, some of which will be met with cheers and others will be met with poo flinging. Please try out the changes when the PTR goes live and offer us constructive feedback if you want us to discuss any concerns you might have. That goes for all of these changes of course.

No doubt when 4.3 goes live, there will be even more changes and some of the above will be modified or redacted. Part Two of this blog will explain our intent behind the final changes.

Greg "Ghostcrawler" Street is the lead systems designer for World of Warcraft. He knows Plainsrunning.

Comments

Comment by Nogi

Interesting. We'll have to see what else they have in store for the rest of the classes. Again I see a lot more PvE balancing than PvP. Nothing new.

Comment by nexxius2

on 2011-09-27T18:25:04-05:00

Hope the resto druid change is only for lvl 85's the wild growth is not all that powerful at lower levels.

Comment by Theodicus

on 2011-09-27T18:37:23-05:00

Is it just me or does it feel like Blizzard enjoys changing things up on us when we just have figured out how to Improvise, Overcome & Adapt?

Comment by Azrile

on 2011-09-27T20:09:21-05:00

Is it just me or does it feel like Blizzard enjoys changing things up on us when we just have figured out how to Improvise, Overcome & Adapt?

That really is the problem. They basically spell out exactly how we need to play to keep up with the content. All that is left is for them to automatically populate our hotbars in the correct order

Comment by kickthecat

on 2011-09-27T20:27:30-05:00

I find this explanation insufficient when changes for certain classes are "coming soon"™.

They don't seem to have enough time to come up with proper changes

Comment by denmark

on 2011-09-28T01:33:21-05:00

just a suggestion, for mut rogues shouldn't there be a skill to buff up the off-hand damage like the one you get from the combat spec bonus, since basicaly mutilate uses both weapons more often than either combat or sub rogues... and also s bit more energy gains for sub and mut rogues like back in WoTLK for example like 3 energy per crit or something like that

Comment by spongemike

on 2011-09-28T03:19:01-05:00

I sort of welcome this change. As a holy pally I need to judge every CD to gain mana and sometimes is just hard to do when there are tons of AoE going on (especially in 5mans) where my HL/DL is aobut 1.8sec cast and I need to cast on dps to keep them alive so I usually miss a few judges and then I have some mana issue.

I also welcome the change to resto shammy as so many times when I tank ZA/ZG I always seem resto shammy going OOM or have to use every CD (mana tida totem) just to keep enough while some other healers (usually resto druid, Disc priest) still have well over 35% mana left.

Comment by Xedosz

on 2011-09-28T03:31:08-05:00

I'm not too sure about the pala Judgement changes.

Using Judgement every few seconds (if possible) is actually kinda fun for me. Trying to squeeze it in. And the 15% return is instant instead of over time, which is a potential life-saver.

Guess i'll have to wait and see :).

Comment by OverZealous

on 2011-09-28T08:27:34-05:00

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right. Interesting change to Blessing of Might, though - I foresee Hunter QQ.

Comment by Azazel

on 2011-09-28T08:29:10-05:00

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right.

Comment by Interest

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right. Interesting change to Blessing of Might, though - I foresee Hunter QQ.

Not really. It's not like we got nerfed. I am fully aware the change is to help melee out.

Comment by Rankkor

on 2011-09-28T08:32:32-05:00

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right. Interesting change to Blessing of Might, though - I foresee Hunter QQ.

Not really. It's not like we got nerfed. I am fully aware the change is to help melee out.

actually....... you were bro'

at least Assassination rogues. Take a peek at the spell-changes post, Mutilate no longer deals 20% extra damage to poisoned targets. Now, this would make sense if Mutilate itself had its base damage buffed by 20%, this would mean, it would deal the same damage to poisoned and unpoisoned targets. But nope, base damage of Muti is still the same.

Comment by Azazel

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right. Interesting change to Blessing of Might, though - I foresee Hunter QQ.

Not really. It's not like we got nerfed. I am fully aware the change is to help melee out.

actually....... you were bro'

at least Assassination rogues. Take a peek at the spell-changes post, Mutilate no longer deals 20% extra damage to poisoned targets. Now, this would make sense if Mutilate itself had its base damage buffed by 20%, this would mean, it would deal the same damage to poisoned and unpoisoned targets. But nope, base damage of Muti is still the same.

Comment by OverZealous

Nothing on Rogues yet, so I'll have to wait with my final judgment, but so far this looks all right. Interesting change to Blessing of Might, though - I foresee Hunter QQ.

Not really. It's not like we got nerfed. I am fully aware the change is to help melee out.

I know you are, because you are a generally sensible (*cough 61k posts cough*), but I don't doubt that some Hunters will feel left out for not recieving this particular AP buff-buff (?).

Comment by tearsofblood

on 2011-09-28T10:39:32-05:00

Unless my eyes have deceived me, I remember reading that Mutilate does 179% weapon damage for each hand, up from 150%.

Or was that already in effect?

Comment by Azazel

on 2011-09-28T10:46:15-05:00

The 4.3 PTR went up just 1½ hours ago!

Comment by Jerethjames

on 2011-09-29T13:53:49-05:00

After checking in on thousands of raid attempts, we were concerned that Resto shaman were not competitive with the other healers, especially on 10 player-content

Seriously it took you that *!@#ing long?

Comment by Hatebreed0

on 2011-10-01T12:19:27-05:00

Wind Shear now has a 25-second base cooldown, up from 6 seconds. retarded.

Comment by Broksar

on 2011-10-02T01:13:02-05:00

Is it just me or does it feel like Blizzard enjoys changing things up on us when we just have figured out how to Improvise, Overcome & Adapt?

It's a pattern in mmos. After they get stale they start doing things like this, as well as most of cataclysm.

Comment by GUSIS

on 2011-10-02T08:34:08-05:00

Well done wowhead ! Thanks for missleading poeple about new quests on main page about darkmoon.. I opened this page & i didn`t read topic of this post,so i started to ask GM about new quests,that i haven`t recieved needed item,to get new quest line - he said,that it`s not launched yet... Only then,when i opened this damn page once again,i noticed,it`s gonna be launched only 4.3 patch !

Can some one be so kind & change info on main page , that these quests will be available when 4.3. goes alive?

Thanks !

Never reading topics on next page after click,if main page doesn`t tells about some info,it`s gonna be added later,i will never find out untill some one will let me know about it ! Main page should tell correct information about post !